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The Emerging eSport Market:Analyzing the Impact of Virtual and Augmented Reality

机译:新兴埃斯波特市场:分析虚拟和增强现实的影响

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This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports industry,which has given rise to a new and rapidly growing global market known as“eSports”.eSports are a confluence of innovation,strategy,and marketing,in which players,or gamers,come together and compete with the same intensity and commitment as professional athletes.Gamers participate in local,national,and worldwide competitions that are broadcast over a variety of media,and are sponsored by large transnational companies/brands.For these companies,the eSports phenomenon represents a new paradigm capable of revolutionizing the very concept of entertainment.In this article,we propose a conceptual framework through which we can analyze the business repercussions of this new technology from an integral perspective that takes into account players,sports clubs,publishers,sponsors(brands),spectators and broadcasters.Through this analysis of representative companies from the eSports sector,we explore their evolution and future tendencies,like virtual-reality and augmented reality.The industry participants agree that such groundbreaking these technologies are going to be crucial to the future of eSports because they will be the new way of playing and a marketing revolution.This project seeks to stimulate further research into the profound technological transformation the entertainment sector is now undergoing with the digitalization and implementation of immersive technologies.Special attention will be paid to the institutionalization and professionalization of video game competitions and their progressive homologation with traditional sports.
机译:本文探讨了像虚拟和增强现实等沉浸式技术对视频游戏比赛的影响。这些电子游戏是根据类似于体育产业的模拟方案构成的,这使得一个新的和快速增长的全球市场称为“ Esports“.eSports是创新,战略和营销的融合,其中玩家或游戏玩家聚集在一起,与专业运动员的相同强度和承诺竞争.Gamers参加了广播的当地,国家和全球比赛。各种媒体,由大型跨国公司/品牌赞助。对于这些公司,Esports现象代表了一种能够彻底改变娱乐概念的新范式。在本文中,我们提出了一个我们可以分析的概念框架这项新技术的经营效果从整个角度来看,考虑到参与者,体育俱乐部,出版商,赞助商(品牌),观众和广播公司。这项分析来自ESPORTS部门的代表性公司,我们探讨了他们的进化和未来的倾向,如虚拟现实和增强现实。行业参与者同意这种技术突破性这些技术将是至关重要的Esports的未来是因为他们将是新的竞争方式和营销革命。本断旨在刺激进一步研究深刻的技术改造,娱乐部门现在正在进行沉浸式技术的数字化和实施。将支付特殊关注传统运动的视频游戏比赛的制度化与专业化及其渐进式态度。

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